/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef CORE_SPELLAURAEFFECTS_H
#define CORE_SPELLAURAEFFECTS_H

class Unit;
class DynamicObject;
class AuraEffect;
class Aura;

#include "SpellAuras.h"

typedef void(AuraEffect::*pAuraEffectHandler)(AuraApplication const * aurApp, uint8 mode, bool apply) const;

class AuraEffect
{
    friend Aura::Aura(SpellEntry const* spellproto, uint8 effMask, WorldObject * owner, Unit * caster, int32 *baseAmount, Item * castItem, uint64 casterGUID);
    friend Aura::~Aura();
private:
    ~AuraEffect();
    explicit AuraEffect(Aura * base, uint8 effIndex, int32 *baseAmount, Unit * caster);
public:
    Unit * GetCaster() const { return GetBase()->GetCaster(); }
    uint64 GetCasterGUID() const { return GetBase()->GetCasterGUID(); }
    Aura * GetBase() const { return m_base; }
    void GetTargetList(std::list<Unit*> & targetList) const;
    void GetApplicationList(std::list<AuraApplication*> & applicationList) const;

    SpellEntry const * GetSpellProto() const { return m_spellProto; }
    uint32 GetId() const { return m_spellProto->Id; }
    uint32 GetEffIndex() const { return m_effIndex; }
    int32 GetBaseAmount() const { return m_baseAmount; }
    int32 GetAmplitude() const { return m_amplitude; }

    int32 GetMiscValueB() const { return m_spellProto->EffectMiscValueB[m_effIndex]; }
    int32 GetMiscValue() const { return m_spellProto->EffectMiscValue[m_effIndex]; }
    AuraType GetAuraType() const { return (AuraType)m_spellProto->EffectApplyAuraName[m_effIndex]; }
    int32 GetAmount() const { return m_amount; }
    void SetAmount(int32 amount) { m_amount = amount; m_canBeRecalculated = false;}

    int32 GetPeriodicTimer() const { return m_periodicTimer; }
    void SetPeriodicTimer(int32 periodicTimer) { m_periodicTimer = periodicTimer; }

    int32 CalculateAmount(Unit * caster);
    void CalculatePeriodic(Unit * caster, bool create = false);
    void CalculateSpellMod();
    void ChangeAmount(int32 newAmount, bool mark = true);
    void RecalculateAmount() { if (!CanBeRecalculated()) return; ChangeAmount(CalculateAmount(GetCaster()), false); }
    void RecalculateAmount(Unit * caster) { if (!CanBeRecalculated()) return; ChangeAmount(CalculateAmount(caster), false); }
    bool CanBeRecalculated() const { return m_canBeRecalculated; }
    void SetCanBeRecalculated(bool val) { m_canBeRecalculated = val; }
    void HandleEffect(AuraApplication const * aurApp, uint8 mode, bool apply);
    void HandleEffect(Unit * target, uint8 mode, bool apply);
    void ApplySpellMod(Unit * target, bool apply);

    void Update(uint32 diff, Unit * caster);
    void UpdatePeriodic(Unit * caster);

    uint32 GetTickNumber() const { return m_tickNumber; }
    int32 GetTotalTicks() const { return m_amplitude ? (GetBase()->GetMaxDuration() / m_amplitude) : 1;}
    void ResetPeriodic(bool resetPeriodicTimer = false) { if (resetPeriodicTimer) m_periodicTimer = m_amplitude; m_tickNumber = 0;}

    bool IsPeriodic() const { return m_isPeriodic; }
    bool IsAffectedOnSpell(SpellEntry const *spell) const;

    void SendTickImmune(Unit * target, Unit *caster) const;

    void PeriodicTick(AuraApplication * aurApp, Unit * caster) const;
    void PeriodicDummyTick(Unit * target, Unit * caster) const;
    Unit* GetTriggerTarget(Unit * target) const;
    void TriggerSpell(Unit * target, Unit * caster) const;
    void TriggerSpellWithValue(Unit * target, Unit * caster) const;

    void CleanupTriggeredSpells(Unit * target);

    static bool IsPeriodicAuraType(uint32 type);
    // add/remove SPELL_AURA_MOD_SHAPESHIFT (36) linked auras
    void HandleShapeshiftBoosts(Unit * target, bool apply) const;
private:
    Aura * const m_base;

    SpellEntry const * const m_spellProto;
    uint8 const m_effIndex;
    int32 const m_baseAmount;

    int32 m_amount;
    bool m_canBeRecalculated;

    SpellModifier *m_spellmod;

    bool m_isPeriodic;
    int32 m_periodicTimer;
    int32 m_amplitude;
    uint32 m_tickNumber;
private:
    bool IsPeriodicTickCrit(Unit * target, Unit const * caster) const;

public:
    // aura effect handlers
    void HandleNULL(AuraApplication const * /*aurApp*/, uint8 /*mode*/, bool /*apply*/) const
    {
        // not implemented
    }
    void HandleUnused(AuraApplication const * /*aurApp*/, uint8 /*mode*/, bool /*apply*/) const
    {
        // useless
    }
    void HandleNoImmediateEffect(AuraApplication const * /*aurApp*/, uint8 /*mode*/, bool /*apply*/) const
    {
        // aura type not have immediate effect at add/remove and handled by ID in other code place
    }
    //  visibility & phases
        void HandleModInvisibilityDetect(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModInvisibility(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModStealth(AuraApplication const * aurApp, uint8 mode, bool apply) const;
        void HandleModStealthLevel(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModStealthDetect(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleSpiritOfRedemption(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraGhost(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandlePhase(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //  unit model
    void HandleAuraModShapeshift(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraTransform(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModScale(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraCloneCaster(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //  fight
    void HandleFeignDeath(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModUnattackable(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModDisarm(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModSilence(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModPacify(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModPacifyAndSilence(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraAllowOnlyAbility(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //  tracking
    void HandleAuraTrackResources(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraTrackCreatures(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraTrackStealthed(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModStalked(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraUntrackable(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //  skills & talents
    void HandleAuraModPetTalentsPoints(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModSkill(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //  movement
    void HandleAuraMounted(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraAllowFlight(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraWaterWalk(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraFeatherFall(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraHover(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleWaterBreathing(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleForceMoveForward(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //  threat
    void HandleModThreat(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModTotalThreat(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModTaunt(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //  control
    void HandleModConfuse(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModFear(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModStun(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModRoot(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandlePreventFleeing(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //  charm
    void HandleModPossess(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModPossessPet(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModCharm(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleCharmConvert(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraControlVehicle(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //  modify speed
    void HandleAuraModIncreaseSpeed(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModIncreaseMountedSpeed(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModIncreaseFlightSpeed(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModIncreaseSwimSpeed(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModDecreaseSpeed(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModUseNormalSpeed(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //  immunity
    void HandleModStateImmunityMask(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModMechanicImmunity(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModEffectImmunity(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModStateImmunity(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModSchoolImmunity(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModDmgImmunity(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModDispelImmunity(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //  modify stats
    //   resistance
    void HandleAuraModResistanceExclusive(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModResistance(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModBaseResistancePCT(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModResistancePercent(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModBaseResistance(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModTargetResistance(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //    stat
    void HandleAuraModStat(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModPercentStat(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModSpellDamagePercentFromStat(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModSpellHealingPercentFromStat(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModSpellDamagePercentFromAttackPower(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModSpellHealingPercentFromAttackPower(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModHealingDone(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModTotalPercentStat(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModResistenceOfStatPercent(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModExpertise(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //   heal and energize
    void HandleModPowerRegen(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModPowerRegenPCT(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModManaRegen(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModIncreaseHealth(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModIncreaseMaxHealth(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModIncreaseEnergy(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModIncreaseEnergyPercent(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModIncreaseHealthPercent(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraIncreaseBaseHealthPercent(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //   fight
    void HandleAuraModParryPercent(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModDodgePercent(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModBlockPercent(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModRegenInterrupt(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModWeaponCritPercent(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModHitChance(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModSpellHitChance(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModSpellCritChance(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModSpellCritChanceShool(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModCritPct(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //   attack speed
    void HandleModCastingSpeed(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModMeleeRangedSpeedPct(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModCombatSpeedPct(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModAttackSpeed(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModMeleeSpeedPct(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModRangedHaste(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleRangedAmmoHaste(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //   combat rating
    void HandleModRating(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModRatingFromStat(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //   attack power
    void HandleAuraModAttackPower(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModRangedAttackPower(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModAttackPowerPercent(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModRangedAttackPowerPercent(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModRangedAttackPowerOfStatPercent(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModAttackPowerOfStatPercent(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModAttackPowerOfArmor(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //   damage bonus
    void HandleModDamageDone(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModDamagePercentDone(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModOffhandDamagePercent(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleShieldBlockValue(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //  power cost
    void HandleModPowerCostPCT(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleModPowerCost(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleArenaPreparation(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleNoReagentUseAura(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraRetainComboPoints(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    //  others
    void HandleAuraDummy(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleChannelDeathItem(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleBindSight(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleForceReaction(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraEmpathy(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModFaction(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleComprehendLanguage(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraConvertRune(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraLinked(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraOpenStable(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraOverrideSpells(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraSetVehicle(AuraApplication const * aurApp, uint8 mode, bool apply) const;
    void HandleAuraModFakeInebriation(AuraApplication const * aurApp, uint8 mode, bool apply) const;
};

namespace Trinity
{
    // Binary predicate for sorting the priority of absorption aura effects
    class AbsorbAuraOrderPred
    {
        public:
            AbsorbAuraOrderPred() { }
            bool operator() (AuraEffect * aurEffA, AuraEffect * aurEffB) const
            {
                SpellEntry const * spellProtoA = aurEffA->GetSpellProto();
                SpellEntry const * spellProtoB = aurEffB->GetSpellProto();

                // Wards
                if ((spellProtoA->SpellFamilyName == SPELLFAMILY_MAGE) ||
                    (spellProtoA->SpellFamilyName == SPELLFAMILY_WARLOCK))
                    if (spellProtoA->Category == 56)
                        return true;
                if ((spellProtoB->SpellFamilyName == SPELLFAMILY_MAGE) ||
                    (spellProtoB->SpellFamilyName == SPELLFAMILY_WARLOCK))
                    if (spellProtoB->Category == 56)
                        return false;

                // Sacred Shield
                if (spellProtoA->Id == 58597)
                    return true;
                if (spellProtoB->Id == 58597)
                    return false;

                // Fel Blossom
                if (spellProtoA->Id == 28527)
                    return true;
                if (spellProtoB->Id == 28527)
                    return false;

                // Divine Aegis
                if (spellProtoA->Id == 47753)
                    return true;
                if (spellProtoB->Id == 47753)
                    return false;

                // Ice Barrier
                if (spellProtoA->Category == 471)
                    return true;
                if (spellProtoB->Category == 471)
                    return false;

                // Sacrifice
                if ((spellProtoA->SpellFamilyName == SPELLFAMILY_WARLOCK) &&
                    (spellProtoA->SpellIconID == 693))
                    return true;
                if ((spellProtoB->SpellFamilyName == SPELLFAMILY_WARLOCK) &&
                    (spellProtoB->SpellIconID == 693))
                    return false;

                return false;
            }
    };
}
#endif
